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Zareph
Merch Industrial
Goonswarm Federation
Posted - 2008.09.03 16:52:00 - [781]
 

Well, I've stayed out of this most of way, but it's getting to the point that updates are so unappealing to me that I'm going to whine.

I live in 0.0. If I couldn't live in 0.0, I'd probably not play this game. I don't see how people stay in empire more than a few months at most. Faction warfare has changed my opinion in some way, but to me is a bit un-organized in some days but since I'm in an alliance of people that I'd need to leave or make an alt to be able to play in a faction corp so I've not gotten to play it. I'm not a big fan of 'capture the flag' mechanics.

Having spent many hours shooting the shields of POSes, the guns of POSes, and all sorts of things. I've been hiding behind the shields, and I've been making people hide in the shields. So I've got experience as a grunt.

So I've spent some time trying to figure out how to fix this, or what needs changing.

I think the two major issues right now are two fold.

1) The proliferation of Capital ships, due to the fact that CCP has done such an excellent job of retaining customers over a long period of time.

2) The mechanics of POS warefare were originally designed against battleships, but as capital class ships become more prevalent the defense against them hasn't improved.

So you have guns which while used to be able to shoot something now find themselves unable to break a remote rep tank while on the other hand they can't take the damage dished out by larger capital fleets and can be put into offline mode extremely fast.

So the secondary challenge is anyone who can fly a capital, can fly a BS. So if you design a module that stops a capital from entering a system, you create a situation where in order to take that module down an opposition fleet needs to bring a large amount of battleships to bring that module down, and when they're successful the overwhelming force of capital class ships enters the system and can promptly make short work of the guns defending a station, even the 'death stars' that the player base has created.

Combine that with soul crushing fueling requirements that include items only purchased from NPC characters that aren't available anywhere in 0.0 unless someone makes the effort of going to get them and putting it up for sale and then on top of that a process to bring POSes online that can easily take 8 hours of at the keyboard time to install.

I guess my point in this wall of text is this isn't something that should be able to be refined into 'keep 2/3rds of gates defended for x amount of time'. It's insulting to your player base to think they're looking for something that simplistic. Unless your goal is to make the people who have made a home in 0.0 for a few years just quit in frustration.

To continue the core of my thought process is this.

1) Cyno Jamming
2) Captial (and a subset of) Titan proliferation

I don't like sweeping changes, but change is good. So my proposal is more of a series of small steps with time to see how the player base responds. You're talking about people you have had relation ship with the core of for possibly more than five years.

1) Cyno Jamming.

One of the simplest things here would be something that would affect the operation of the cyno jammer based on the presence of capital ships in a system. What I mean is dependant on the number of capital ships within a given radius of space, the jammer looses it's ability to jam that spot. For example, there is a blog of carriers/ms/dreads in a spot, maybe they're getting setup to defend for an incoming BS blob. The RP reason could be due to the presence of a large number of jump drives in a given range the cyno jammer is no longer able to jamm in that area of space. Suddenly force recons and their ability to do a quit & dirty cyno are a tool. Get within x amount of range of y amount of capital ships you can fire that cyno and call in the calvary because the jammer isn't working.

(Continued)

Zareph
Merch Industrial
Goonswarm Federation
Posted - 2008.09.03 16:53:00 - [782]
 

Edited by: Zareph on 03/09/2008 17:12:19
(Continued from Above)

Now, Titans do more damage to the jammer. If you have more than say two in a given system the jammer smokes like a computer hit by an EMP. It goes down hard, and can't be brought back online for 30m (the time it takes to re-online it) but if it tries to come up with >2 titans in a system it can't start the online process until the number of titans are less <=2. The RP reason can easily be due to the massive size of the jump engines for these monsters they put out so much something or other interference that they cause a anomaly of some kind that crashes the jammer.

So now you have a weakness in over-defending a station. This offers an advantage though for over loading a system and crashing jammers though, so there needs to be a disadvantage to loading a system with ships if you're on the offensive.

The disadvantage of bringing a lot of capitls onto the field is with a large number of capitals cause problems locking on to cyno beacons on the way out. After a certain number of ships, when you try and jump out you have an x% of chance of failure to lock, and it's 2m 30s before you can say jump again. As more ships get in system, you have an x%+(x*y) chance of failure, with the next opportunity to jump out being even higher. Some formula could be done. This keeps people from jumping 80 capitals, wreaking havoc, and then just popping back out. Real fights to the death happen.

The third challenge the blob o capitals create is the remote rep spider where POS gunners can no longer cause enough damage even with SDM 5 on a single ship before all the remote reppers switch to the guy being shot.

Maybe a simple 'the more people repairing you, the less repair per cycle happens' so if two guys are fixing you up, you're ok, but if three latch on you have a 'max repair amount' you can do per cycle. Triage of course can bonus this that's what it's for, but you can't have 5 triaged carriers repairing one guy for their max triage can't happen. So now after say 2 triaged ships are doing reps on a given ship any more just splits the max rep between them.

This change doesn't affect POSes. If you want to bring in 10 carriers to triage & rep, they can. It's just the RP reason could be that the ship is so small that many capital repair beams coming in start to interfere with them after say 3 or so beams hit the ship.

You could extended that to BS RRBS blobs, but it should be much higher because their repair systems are significantly smaller than a capital ship one if you wanted, though i'm not sure that is necessarily needed and is secondary to this wall of text.

So those changes alone would solve two sides of the coin. The damage a gun can do to a carrier doesn't get a ridiculous buff that would start instapopping a BS gang, and the strategy of giant blobs of ships gets changed because depending on what the other guy brings the risk/reward changes because now you could loose ships as they can't jump out. Defenders can duck their capitals into shields if things go south and the offensive guys are now in trouble if they can't stop the interdiction and the gunners of the defenders have a fighting chance of taking out some of the DPS.

Support fleets are valuable as heavy interdiction could really pin people down if they fail to jump out due to a jump out fail and the associated timer that keeps them from locking on to the exit cyno. Gunners can take this to their advantage and defensive dreads could focus fire some.

This doesn't 'drastically' change 0.0 space, but also throws a wrench into some of the ways you do this in that whomever lags out/brings the most damage doesn't win by default. The more they bring, the greater the risk they won't make it out in time.


Zareph
Merch Industrial
Goonswarm Federation
Posted - 2008.09.03 17:13:00 - [783]
 

Edited by: Zareph on 03/09/2008 17:21:29
now, the challenge of setting up POSes in and of themselves is being brought up in the assembly hall.

Currently you're maxed out from anchoring more than 5 POSs in a given system. So any major change to this isn't going to create/augment any POS spamming.

Right now, putting a POS together of any size is extremely time & interaction intensive. Again I'm looking for baby steps in changes here in that maybe yes it should take a while for a POS to get up and running and allow for either an offensive POS drop to get kicked in the teeth by a defender but shouldn't take an individual six hours to do.

We've got drones/automation in our universe. We've got comptuers, so let's use them.

A POS installer/deployer could use the POS interface to design their layout, place their modules, and then tell it to 'go'. The modules have rockets on them that can position themselves where they need to be, and each one positions itself, anchors iteself and onlines itself. However one module at a time, and each module still has the anchor time & the online time they had before. You just don't have to be there to 'push button' to make it anchor, and then make it online. The process can be interrupted but interrupting it could cause a module to 'go haywire' and eject into space and you have to chase it down just like a ship being ejected from the shields.

This doesn't make a POS easier to 'spam' up, but it does make it so a person doesn't have their butt go numb spending forever to anchor & online each part one.at.a.time.

I would think implementing these wouldn't be game breaking/complete re-vamp initially, and allowing them to percolate through and see what it changes would be a lot better than the rather drastic sweeping changes that seem very offputting to the folks that have been some of your long term subscribers and really created some creative means of playing the game.

My $0.02.

Zareph
Merch Industrial
Goonswarm Federation
Posted - 2008.09.03 17:26:00 - [784]
 

Edited by: Zareph on 03/09/2008 17:39:05
The last part is the number of titans in a given system, and the doomsday.

The doomsday is an awesome Offensive and Defensive weapon. I don't want to change the weapon itself.

However I do want to change what happens when more than one are done in a system.

The doomsday is a massive bomb. It's unforgiving and does huge amounts of damage to anything near it. The thing is, it doesn't damage the space around teh ship, just people. There's no kinetic/emp/thermal shockwave that flys out in all directions like there is. The only thing I'm trying to model a doomsday off of is a thermonuclear weapon.

A doomsday should damage space, and it should also spawn off a scannable encounter for someone to find.

The encounter is easy, spawn a field of salvage. This is where the wrecks go. The lag they induce is an extreme problem of creating hundreds of wrecks. Basically, the wrecks spawn off into an encounter that somebody has to scan down and fine. This keeps the field of battle somewhat clear.

The second part is the more dooms days within a system, the more damage to said system and the risk of damage affecting a titan (up to and including destroying said titan) happens. So your first couple three of doomsdays don't do anything to the titans that fire them. They do their usual thing. I don't have a good idea for a 'window' of damage that this affects them but I'm thinking it needs to be a good 24 - 72 hours. It takes time to heal from this kind of damage.

So after say 3 doomsdays during this period of time things start to break. Jump Bridges are the first to crash, they start acting like overloaded capital ships in that sometimes, they don't let you leave. there is a downtime before you can try again. The more doomsdays in a system the harder the jump bridges (POS JBs) are.

Traffic control starts kicking in on the gates. Coming in/going out of a given system via a regular gate starts to fail.

After six doomsdays within a 6 hour period the doomsday now damages the titan for the same amount it damages the rest of the guys. You can tank it easily.

after eight to ten within a 12 hour period the doomsday device takes damage from feedback. nanopaste can repair it, but the damage is a variable random number that can destroy the doomsday device itself. and cause a feedback across the highs breaking anything else. you could use 'heat damage' mechanic to do this. Maybe this could be fixed at an SMA so the doomsday device itself isn't destroyed completely unusable, but it has to be repaired at a POS somewhere else before it can be used again.

Then, after 12 doomsdays have been fired within this 24 - 72 hour window the damage done to the titan is the dommsday itself + a random number multiplier based on teh time between doomsdays and the window of 'max doomsdays' in a given system that could generate enough damage to destroy the titan itself in a feedback loop. The doomsday doesn't get any stronger outside the titan it still does it's damage, however the 'feedback loop' created by all these doomsdays in a given system overload and cause a blowback into the titan. So a defender can 'sacrifice' the asset trying to repel the invaders, and an invader can sacrifice a titan if they want to in order to win that last fight, or whatever.

These are my thoughts. All of these don't seem like 'massive' changes, but they are changes. They could easily affect the game though and change the 'blob' mechanics that happen in 0.0, making life interesting, but not game changing.


sukio
Posted - 2008.09.06 22:41:00 - [785]
 

this would fit in if you had planetary warfare:
you have different types and sizes of outposts and stations up to and including certain planets.

different types and sizes of outposts take certain forces or tactics to capture with major stations or planets being the largest and most difficult.

to capture a system you would have to begin with system defence forces/patrols
next would be small listening posts probably placed at moons or astroid fields
after this would be larger stations and defence platforms or gate platforms
finally would be the planets.. planets would require sizeable longistics including orbital bombardment and ground troops and dealing with orbital defence platforms,,ground defences, planetary shields,,and ground troops.
these larger locations would have resources,, factory slots,,cities ect available to the owner of the location...

there would also be the possibility of smaller raiding forces to temporily overwhelm the defences and steal some resources or goods

Somealt Ofmine
Posted - 2008.09.09 17:56:00 - [786]
 

Edited by: Somealt Ofmine on 09/09/2008 17:58:39


I wrote up and cleaned up my proposal for "facts on the ground" sov mechanics. Rather than posting it here, since it would take multiple posts, here's a Linky.

Any mechanic that is based on pre-determined, fixed control points is pretty much doomed to failure. There are already entities in the game that could blob a half-dozen points until the servers cry uncle at the same time. Introducing mechanics with multiple fixed control points will only encourage the formation of more of them.

You need to think further outside the box CCP. Sov needs to be based on actual control and occupancy, rather than an artifical "flag" to capture or timer based mini-game. You need to get rid of pre-determined battle points altogether.

Large-scale, playable fleet battles would be great to have, but I think it's way past time to put up the white flag and just admit that they aren't happening. Winning or losing in this game shouldn't come down to who can best tolearate and manage lag.

Cailais
Amarr
Nasty Pope Holding Corp
Talocan United
Posted - 2008.09.09 20:44:00 - [787]
 

Originally by: Somealt Ofmine
Edited by: Somealt Ofmine on 09/09/2008 17:58:39


I wrote up and cleaned up my proposal for "facts on the ground" sov mechanics. Rather than posting it here, since it would take multiple posts, here's a Linky.

Any mechanic that is based on pre-determined, fixed control points is pretty much doomed to failure. There are already entities in the game that could blob a half-dozen points until the servers cry uncle at the same time. Introducing mechanics with multiple fixed control points will only encourage the formation of more of them.

You need to think further outside the box CCP. Sov needs to be based on actual control and occupancy, rather than an artifical "flag" to capture or timer based mini-game. You need to get rid of pre-determined battle points altogether.

Large-scale, playable fleet battles would be great to have, but I think it's way past time to put up the white flag and just admit that they aren't happening. Winning or losing in this game shouldn't come down to who can best tolearate and manage lag.


There in lies the main problem - demonstrating 'control & occupancy'. As Ive mentioned elsewhere in this thread I agree with SomealtOfmine's basic principal that 'fixed points' are blob magnets if used to determine 'Soveriegnty'.

My personal view is that Soveriegnty is perhaps more intrinsicaly linked to 'political support'. For example:

Let's say pilots could in some fashion indicate their 'support' to a Soveriegn Alliance on entering a star system or constellation. By doing so they (even though they are not part of the Sov Alliance) contribute to a Soveriegnty 'score' and in doing so become 'blue' to that Soveriegn entity.

In the same fashion a pilot who is 'at war' detracts from the Soveriegnty 'score'. Neutral pilots offering no support or opposal either way would have no effect, but might suffer minor sec rating losses for agression.

Now provided the Rate of drain or Increase for the Sov Score is gradual this system could work well. Even if a large blob enters to drain the Sov Score of its adversary it must remain in place - and continue to remain in place - for a considerable period of time: it can't just 'tank rush' and win. And even if it does win it needs support from a '3rd party' or other pilots from outside its Alliance to increase its Sov Score.

Its therefore advantageous for an Alliance claiming Soveriegnty to gather support, welcome traders, smaller corps and even individuals to its space - essentially courting for political support.

C.


Surrah
Supra Tenetur
Posted - 2008.09.09 22:15:00 - [788]
 

Given the updates, this is probably out-dated and worthless. Oh well, here it is.

Why don't you just use the population of a system/constellation to determine sov. How many pilots are in the system per hour, on average, over the last week? This would allow small alliances to claim sov without massive investments. It will also allow a more realistic view of sovereignty as to be in control of space you have to be there.

This would work as follows. Your alliance has moved into a system and taken over. You, as a group are not large, but are fairly active. Over the last 168 hours (thats one week) you averaged a population of 24 pilots per hour in system. That sounds minimal, but you must consider that it considers all 24 hours per day, for the last 7 days. Thanks to downtime, there is at least one hour of 0 population every day.

If you get invaded by a group of 24 pilots from another alliance who stay in your system from downtime to downtime for 2 days straight, at the end of the second day they will have only accrued 6.57 pph (pilots per hour, over the last 168 hours). They don't challenge your sov.

If you get invaded by a group of 468 members of another alliance, and they hang out and harass you and blow up your assets, after 8 hours they have 22.3 pph. After 9 hours they will have 25.1 pph and will initiate a transfer of sov, which I'm assuming will occur at the next downtime.

Say the group of 468 was just harassing you and they leave the system after 9 hours, leaving their pph at 25.1. If no one beats that rate, the attacking group will have sov for the next week, until their occupied hours start to slip off of the 168 hour grid and your group's 24 pph is back above their now 22.3 and falling pph. That is assuming you maintained a pph of 24 the whole time.

This system will allow for not having to deploy Cap ships to gain sov. It will also allow POS killing to be more directed. If you want to take sov, move in, and kill the POS's that allow the current residents to stay in system and keep their pph up.

You would need, however, an option to assign your pph to another alliance. This would be to allow space "rental" and other allaince to alliance agreements.

You should also allow a system that is say, sov 2, to also apply a percentage(say 10%) of its pph to it constellational neighbor systems. This would given an inherent bonus to gaining sov in all systems in a constellation, as each would end up boosting it's self. As system A gets sov 2 it gives an additional 10% of it's pph to system B. After a while, system B will gain sov 2, and give an additional 10% of its pph to its neighbors, systems C and A. In this method, A and B are boosting each other at 10%, and getting back another 1% of that in the return from the other system.

Generating a double cycle of boosting will allow a smaller group to gain a meaningful hold in a constellation, while still making them vulnerable to highly organized efforts of large groups of pilots.

If you go one step further, and install a pph cap(168 hour average, not actually hour by hour) this mechanic won't make big alliances upset proof. In the event of a tie at the cap, sov will go null, then the first to lower the other's pph will win sov.

You should also put a pph minimum for sov to ensure systems aren't being claimed by random traffic. 2 pph should suffice for this.

Additionally, you should put in an inactivity timer to avert afk'ing in station to keep sov up. Ideally it would be some kind of clicky with a countdown before it logs you out. This would help prevent cov ops from being inadvertantly logged, while logging people who aren't at the puter. After 25mins of inactivity, you get a pop up message saying; "You are being logged off in [TIMER]" The timer starts at 5 minutes and counts down. Say a pilot doesn't want to be logged, give them an ESC menu check box; "I wish to not be auto logged, at the expense of not being counted toward my alliance's Pilots Per Hour rating".

Zareph
Merch Industrial
Goonswarm Federation
Posted - 2008.09.15 14:30:00 - [789]
 

Originally by: Surrah
Given the updates, this is probably out-dated and worthless. Oh well, here it is.

Why don't you just use the population of a system/constellation to determine sov. How many pilots are in the system per hour, on average, over the last week? This would allow small alliances to claim sov without massive investments. It will also allow a more realistic view of sovereignty as to be in control of space you have to be there.


My $0.02 on this is you could easily have a large corporation tell 50 people to go sit in a system for a week. They could log on, cloak, go afk and a week later they own the system. I really think due to the 23/7 nature of the persistant EvE universe that any 'capture the flag' type mechanic could be easily exploited by a 'blob' mechanic.

bodycollecter
Caldari
Free Galactic Enterprises
FREGE
Posted - 2008.10.01 14:34:00 - [790]
 

Edited by: bodycollecter on 01/10/2008 14:36:06
Well I would go for a triple play.

but before i get into that lets do this.

Pos's are null and void for sov. pos's are just assets that can be destroyed. make them run off ice products alone and forget about pos's thats a failed aspect.

Make sov implemented by an outpost.
Once an outpost is constructed in a constellation it gives you sov 1 after 10 days of the outpost in a system. A sov module/tower can be placed in another system in the constellation.
Once the Sov mod/tower/beacon whichever you want to call it is placed. You can place x amount of defense guns on the sov mod and the station. After 20 days of having the 1st sov mod you can place one more Sov mod in the constellation maxing out at 3 sov claiming structures per constellation. Allowing for Destroyable guns to be placed at gates no more than 4. ( once all three Sov mods are up for 10 days You can construct Capital ships.)

Note: IF Station and 2 Sov mods are up Every system in the constellation is controlled .

In order to take Sov the attacking force must destroy both sov mods and disable station at the same time. Meaning That all three are linked if you attack one by itself the other 2 will repair it. Meaning to take the sov you have to split up the fleets meaning less people in one system.

Once station is set up for Sov you set a timer for when it will come out. Since station and sov mods are linked they will all come out together. Attackers choose time to attack defenders choose time to defend.

Make the Sov mods have to be probed But when Attacked Sov mods create a beacon until it is repaired or destroyed.

This allows for splitting of the fleets. No pos spamming for sove. But makes it more difficult for a fleet to come in and blob it out. They will have to be strategically placed.

anyhow thats my idea

Signed/BC


Darkdood
Posted - 2008.10.02 19:54:00 - [791]
 

I tend to agree that the whole problem is the capture the flag dynamic creates blob fights that lag servers and generally give the bigger alliances the advantage.

The other flaw I see in the current POS system is that its EASY for any corp/alliance to go to a nearby system setup one tower and claim it. Even if they don't want it at all. Then smaller alliances believe its "taken" and don't try to do anything in that system.

So how about this... Any alliance can claim sov over a solar system. The alliance leaders themselves flag it somehow and claim it. The server then tracks how many pilots from that alliance are actually in the system.

IE you get one point per hour that a pilot from that corp/alliance is in the system. You need a certain number of points to even claim sov at all. If more than one corp/alliance claims it then whoever has the most points gets it for that day. If you top out the current owner for X number of days then sov actually changes or downgrades or upgrades etc...

Look at it like this. You get a vote as to were you call home. That vote is expressed by were you ACTUALLY play the game. That allows your alliance to claim sov. If someone comes into your territory to try and take it you blow them up they are there less time you keep sov.

Seems to me there is a million ways you could represent this idea and a few other people have mentioned similar ideas the bottom line is to have sov determined by who actually lives in that system. Also set a minimum participation to gain sov. Thus the systems that these large alliances (ie goons bob etc) maintain purely because they can make a big blob and overwhelm a smaller alliance go back to default. It forces those large groups to choose what they want to keep and what they want to give up. If they really have enough people(votes) to keep 4 constellations or even a whole region then they can keep it. What they can't do is keep 30 constellations just because they can when needed field a 300 ship blob. That would open up sov in allot of systems that are currently being held by squatters that don't really use it. You can squat but its VERY easy to take sov from them because they are only maintaining the minimum votes. You would know they are just maintaining the minimum because the vote amounts would be public info???

More importantly if they move in on someones territory the defenders might counter that by simply attacking the place the votes were pulled from. Force them to ether defend what they already have or gain the new place etc etc...

An example system...
1 point for entering system(max of 1/day)
5 points per hour flying in system
1 point per hour in system in a safe spot(ie cloaked, inside POS bubble, docked in outpost, etc)
1 point per hour logged out in system

-1 point for losing a ship or pod


It takes 200 point minimum.

Its just an example obviously but see how the advantage goes to the person who actually lives there. One person dual logging with a hulk and a hauler for 4 hours would get 80 points. However a 5 man gang that invaded that system and got blown up would get almost nothing. Thus your territory is truly limited by how many people are in your corp/alliance.

Everything else still applies. You can blow up peoples POS's that have a moon you want. You can still park huge fleets in someones system blow up all there ships and take sov from them.

Yeah sure you can hangout in a cloaked ship and try to blow up the hulk but then you end up with 2 combat ships guarding the miner doubling it to 160 points.

Its scalable and organic. The people that truly live in that place get sov and the advantages of it. If you don't actually live there its VERY hard to claim it. The current system gives no credit to the miners and other people that just go about the daily business of playing. This type system takes 100% of the focus off combat and shifts it 50/50 combat and industry.

Cont...


Darkdood
Posted - 2008.10.02 20:25:00 - [792]
 

Cont...

I say 50/50 because a 100% industrial corp would fail. Why? That hulk and or hauler would get blown up not only causing an isk loss but then he would be inside the station gaining less points plus he'd lose points for getting blown up.

It would also mean that pirates invading your territory and overwhelming you could even make you lose sov without them actually gaining it or even wanting it. Simply because they blow up enough ships to reduce your score below the minimum etc etc. If you can't keep control you don't deserve it.

You could also add rules like...
+1 for blowing up a ship (suicide runs would raise the defenders sov score)
+1 per day per POS
-10 for losing a POS

I'm hesitant to even evolve POS's in the math but you get the point. If you base it on a vote/score for each system you can adjust/balance the math to whatever works well. Everything revolves around the lvl of participation. Not on how big of a blob you can make to overwhelm a control point.

Its also gives multiple ways to attack. You can try out fighting them. You can just sit in station building points the safe way. You can smash there POS's. You can hit and run on there miners. OR... you can do them all...:)

Remember the corp/alliance has to claim it. So a neutral ratting in your space means nothing. He's not building points for an opponent OR taking points away from you unless he blows you up. He's also not making points for you ether. Unless you blow him up...:)

Its would be hard to balance but once you got it setup right it would be a way better system than what is currently being used. If you want to include control point type stuff make outposts attackable etc but the real importance is the points lost or gained by that attack.

Sorry just an idea. Don't mean to rattle on...

Darkdood
Posted - 2008.10.02 20:50:00 - [793]
 

I'd like to add to my idea also that an alliance can only "claim" a max of X systems at a time. Not as a total but meaning system they don't already have sov in. So the rate at which they expand is somewhat limited. It also prevents anyone from just claiming every system in every region and clogging up the math. Say seven systems. Which would be one whole constellation. Certainly enough to get a majority of it to claim constellation sov?

This makes it very clear who wants what because they will not waste those slots on unless/pointless systems.

ollobrains2
Gallente
New Eve Order Holdings
Posted - 2008.10.04 22:18:00 - [794]
 

If u can get into a backend 0.0 system a POS and deploy it and not claim it then good luck but most 0.0 alliances are pvp freaks and will probably soon find it anyway unless u use cynos in and out

ghost st
Posted - 2008.10.07 08:07:00 - [795]
 

I believe that the amount of options for sov warfare are too limited, at the moment the only option is to bring a blob, and that there should be more options for pos warfare.


Economy of Size:

The benefits of hording large amounts of space are far greater than the drawbacks.

From an economic standpoint:
The more space you have the more resources you have access to (rats, plexes, moons), and the more secure your trade routes are. The only drawback is the inital cost of the pos hardware, and the pos fuel, which is insignificant compared to the resources they allow access to.

From a pvp standpoint:
The more space you have the more sapce you can safely monitor, you can easily position 'eyes' in a pos and keep an eye on any hostiles that may attempt to attack, which means that attackers are more easily repelled. The poses also provide a buffer zone in the case of sov warfare. There are really no drawbacks.



I think the first thing to do is to make it so that there are drawbacks to holding large space, especially space that you cannot effectively man. Here are a few suggestions for accomplishing this.

- Make it so that poses no longer send sutomated messages when under attack:
This will make it so that an allaince has to man thier space to be able to effectivly mount a defense. Requireing a minimum amount of activity to defend and monitor them. Poses that are in areas of lower activity will be more susceptiable to attack.
*The only messages you should recieve are reinforced notifications, but these should transmit the lowest amount of intel possisble, only listing the system the pos is in, and telling the status of the pos (either dead or in reinforced), reinforcement time shouldnt be given (but maybe the stront level), and no information about the attacker should be given

- Make moon miners susceptiable to attack
Moon mining structures should be placed outside of the pos shield, rather than inside. Making it so that a there is at least a simple level of economic warfare.

- Remove poses from directional scan.
This makes it so poses arent easily discovered, and require some recon and planning beforehand.



These changes will (hopefully )make it so that direct blob on blob encounters are less common, and it makes stealth tactics a valid tactic in pos warfare.




Tuttomenui II
Gallente
The Eloria Corporation
Posted - 2008.10.07 08:09:00 - [796]
 

Edited by: Tuttomenui II on 07/10/2008 08:16:51
I have a little idea to add to all the rest im new enough to eve im not really sure how all this works, but I have always thought it be nice to be able to place a POS within weapons range of a stargate, Say you have the highest SOV possible for a system it give you the option to put a POS at stargates. Then to counteract it make it so that Covert ops ships that can fit the Covert ops cloak can activate the cloak while cloaked by a gate so they never uncloak thus allowing them access to jump in other covert ops ships. Makes it harder for enemies to move around in a system you have high SOV in. Plus gets me a cloak that works better, win/win I say.

Alos to add to this a little more I also thought it be cool to place a POS in Deadspace somewhere, you know until I found out you can only place them at moons. You could make a system add deadspace encounter locations at a certain SOV level and then place SOV POS' at these deadspace locations to improve the SOV lvl, then enemies would have to scan out the deadspace SOV POS' as they would only show on the overview to who ever owns them. would make it interesting.

So something like this:
SOV 1-2: control a set number of moons
SOV 3-4: Control a set number of planets
SOV 5: Control all deadspace locations
*Take this and add it to the collective*

KAT3
Posted - 2008.10.07 14:00:00 - [797]
 

Edited by: KAT3 on 07/10/2008 20:57:12
Edited by: KAT3 on 07/10/2008 14:07:03
Lets think outside of the box.

1. An alliance holds territory to take advantage of the resources available. Resources fund ships, capital ships and mods for members and fuel for towers. All this is done so that the members in an alliance can go out and have fun pvping, and do some carebearing for isk.

2. Corp and alliance members are not, for the most part, interested in poses, pos warfare, pos spamming or blob warfare. They want to get out in manageable gangs and pvp in lag free conditions.

3. Why can't a sovereignty challenge be determined by killboard stats. A corp or alliance must propose a challenge or a 0.0 war for a given system/constellation/territory. Once this war is properly sanctioned (proper conditions met) a start date is established and fighting commences.

4. Both sides must declare who their participating corp/alliances will be. A corp/alliance can be added to either side's list as long as the name is submitted 48 hours in advance to the start of the upcoming weeks battle, at which point the added group can now participate.

5. Sovereignty in a given territory can have an assigned number of soveigntry points based on established criteria. In order to reach the maximum no. of sov. points available for a given territory, X number of poses must be deployed and onlined. So a given area can have a minimum no. of sov. pts up to a maximum no. of sov. pts. based on a given set of established factors.

6. After a war commences, at the end of each week of battle, the killboard points will determine whether the defenders or the challengers are the winners for the week.
If the defenders are the winners, there is no change to the sovereignty points. If the challengers win, a point is removed from the total number of sovereignty points the defenders have for challenged territory.

7. If the challengers are able to reduce the sovereignty points to 0, then the defenders have lost the territory and have one week to remove their assets. Likewise, the successful challengers have one week after evacuation to begin to establish sovereignty points in the territory they just took over.

8. Ofcourse poses and any deployable structures are fair game during a challenge, but these items do not determine the outcome of the war. This removes pos warfare, pos spamming, etc., as determining factors.

9. There also needs to be a limit set per side as to the number of ships/capital ships any one area can hold by assigning a number of points a side can use to occupy ship space in a given area. Different ships have different point values and a corp can use the assigned points as they wish by distributing them across support and/or capital ships.

This suggestion was quickly put together and would need alot of fine tuning, but the logic is simple and the idea is to remove pos warfare as a determining factor, and eliminate the majority of blob warefare to boot! It also helps to even the playing field whereas now the challengers have the advantage.

And.... the biggest benefit would be that 0.0 players can actually get out and do what they like to do best, pvp in manageable gangs.







Tykkis
Posted - 2008.10.11 12:34:00 - [798]
 

Edited by: Tykkis on 12/10/2008 11:17:35
Edited by: Tykkis on 11/10/2008 20:54:15
Various RTS(real time strategy games) have had a good balanced system for years. Games like Homeworld, Command and Conquer, Warcraft and many more. Why not use the analogy allready invented.

Heres a quick idea of how it could be implemented to EVE.

1 home base(constellation or a system) with strong defence that you'd have to blob if you wanna destroy the opposition. You could build POS and other powerful and beneficial structures to controlled constellation. Structures like Science labs, jump bridges, strong defensive turrets, shield generators, large moon harvesting arrays, clone bays, reprocessing and factories. Factory would be only place where you could build modules for structures. Every structure would need special fuels that you would only get from moons.

You could build small moon harvesting arrays at the factory which you could then transport to any moon you want to, even outside your controlled constellation. Small base would be like a small moonharvester, container for resources, few weak turrets and shield generator. Putting up small bases would be quite fast and cheap as they will be destroyed easily. Small moonharvesting bases have quite little defence so small gangs could take them quite fast (like 5*HAC could take it out in 10mins). Somehow(invulnerability) make minimum time to beat the base 5mins so defence has even some time to arrive.

Say you would have to moonharvest 2 constellations to keep 1 home base online or 4 moons for every structure. You'd have to transfer the resources from small moonharvesting base to the home base defence systems. Every turret, shield, factory, clonebay and whatever would need amount of fuel to keep online. if they go offline, it would take long time to get them back online(like 5 days or so). Home base should have limited storage capacity so that rich corps couldn't stockpile modules, fuel and spare structures for more than month use. Fuel that is needed for structures, could only be gained from 0.0(perhaps low sec too).

This could give corp leaders some interesting strategic planning for the base building(do you prefer more defence over science and production, or perhaps jump bridges to boost defensive response times), some boring resource transporting, fast paced small gang warfare from fighting over the resources. Controlled constellation would provide very safe ratting and mining area and the structures would boost corp science and production.

The wars between corps/alliances could be lot different as there would be multiple ways to fight. For example:
-Destroy enemy factory and then deny their resources would mean corp/alliance would have to build factory first before they could rebuild their small moonharvesting arrays.
-With Brute force BLOB(and huge losses) directly destroy the base.
-Guerrilla warfare to deny resources and then take on the weak base.
-Or you could just destroy the moonharvester defenses and steal the fuel and keep farming your weak opponents.
-Take on the known enemy corp haulers with use or locator agents and deny resources that way.

This grew a bit too much. And maybe i've loved RTS games too much to see this system doesn't fit EVE.

Funkcikle
Gallente
DEATHFUNK
Atlas Alliance
Posted - 2008.10.22 23:03:00 - [799]
 

Use the Faction Warfare occupancy/plex system.
Defenders plex more for more sov points, Attackers plex to reduce sov untill systems vulnerable.
Allow 1 pos to be anchored on the system bunker
Only alliances with Sov can anchor pos.


There, All fixed, no more blobs of weekend warriors, minimul pos warfare, things for small roaming gangs to do.
I expect this to be implement by next thursday, at the very latest.


Oli Robbo
Gallente
Entity.
Posted - 2008.10.26 14:14:00 - [800]
 



Why try and fix something that doesn't need fixing ?!




Surely if you want to defend/hold space by following a routine or set of things to conquer, you go and play faction warfare..

0.0 is outlaw space, where anything goes if you have the balls to do it. I think the above comment about activity creating the borders is a valid and good enough point for me. You need to be active to upkeep your pos's which, in turn give you Sov.


This new mechanic will just turn warfare into blob warfare. It will nerf small roaming gangs completely [which is where all the fun is in eve].

If i want to join a massive blob, I just opt in for POS shootings, but i don't because it's boring. I like the adrenaline rush of 1v1 or small fleet engagements.



Tae'Lin Hynd
Wutzit
Posted - 2008.10.30 04:35:00 - [801]
 

So I have been saying this for a few years now, never posted on it, because i really just am not that wordy of a guy. So here is the idea


People complain that either A. the big alliances are claiming more space then they control and B. there isn't enough nul sec.

So here is a way to address both of these complaints at once. It will also have other effects i believe that will reduce size of some of the larger alliances who, after much pos spam (yeah i know it is work, been there done that) can claim more space then they could ever possibly use.

here it is, i know you all are in serious suspense...

Change sov from region wide to only constellation. Make it where you can claim no more then one constellation. What this will do, is force big alliances to either use the space they have claimed, or split up to control multiple constellations.

Yeah i understand it is a big mechanic to change, not like big mechanics have never been altered before.

Think of what this will do though. This will make an alliance really think of what space they want to control. Also this will make those alliances consider deeply what other alliance they allow to live next door.

Think about the possibilities of conflict this will add. This also will give those smaller alliances a chance to actually put a foothold in a nul sec region, be it a bad one (more of those then better) but this will also change how the logistics of major alliances work.

Most of the alliances that use jump bridges, also have control of the entire space leading out to where they are heading, it is not like they will ever lose a haul on the way there with our without those jumpbridges..think about it. This makes any jump bridges that much more valuable. This makes your space that much more valuable, because you aren' pretending to defend an entire region, but now you are forced to defend you home constellation.

I think this would cause more alliance to hang out in their constellation, because now there is a smaller chunk to defend. as it is now, you could go a day or two without defending a claimed system, till they end somewhere where it really matters if they cap it.

With this change, this would cause a real need to defend you home constellation (not system) from any aggressors. Not like the other night, where flying my alt through bob space (yeah got bored) and i only saw maybe two or three systems with folk in them, whereas the rest of the 60 plus jumps i did were claimed and had bob or friend sov (i know it will get me flamed, but i do enjoy bob for what they have done really not picking on them in particular, using them as example though). 60 jumps though through their sov space, only to see maybe two systems occupied by them with actual folk active.

Shrink down the claimable territory to constellation only. this will open so many great doors, it is an idea i have had bounce in my head everytime someone complains about not enough nul sec. There is enough nul sec, just that none of it is getting used by anyone, even those that claim it.

ps, this is half drunk half spelt out post, i know there would be some issues that would follow an idea like this, but i think it would alter the game into a really fun, goal oriented direction. instead of the pos spam, it would really mean that you have to hold on to that system, yes alliances have held onto LARGE SWATHS of space for years and years. And at times, i would think this to be, somewhat dull. To do as my idea would release whole new style of game play.

Anyway, good idea or not?

Aaron Mirrorsaver
The Scope
Posted - 2008.11.06 01:10:00 - [802]
 

Edited by: Aaron Mirrorsaver on 06/11/2008 01:19:19
Edited by: Aaron Mirrorsaver on 06/11/2008 01:16:16
why not simply remove the reinforced timer crap.

BUFF hp a bit. maybe the defense capabilityies of towers, and remove the whole reinforced thing for SOV poses.

Ok so two types of towers. Industrial tower( can only have moon miners etc on it) can be reinforced, so allow for a defense fleet to save it later on since it has no defences of its own.

second type of tower = a sov battle tower. Give it 2 times the offense capability as as a current large tower, make it have no strontium. So no reinforced mode, it dies it dies...

somethings to remember are alot of people are cap capable now, even tho it is still a small percetentage of all the players in game. 2) Towers have not really been buffed since caps came into play? So i think a battle tower which poses a serious threat to a capital fleet thats not well managed would be good, give it like 2-3 times the shield HP, and more so 2-3 times the fitting it now has. Like 30 carriers and 40 dreads standard nearly go for a tower? Make a tower able to make this fleet actually have to use the logistics of those carriers to either keep each other alive, or the dreads, and not only just ok we on tower, siege cycle timer is 2, dreads go siege.


Also I read the update on page 19, i dont know what everyones response to this was, but it sounded similar to how faction warfare is, you do some goals and get a count down on a capture, one thing this puts in jepordy is security of your space while away. One of the cool things about eve is you basicallly have virtual frontlines. Yeah someone can send a roaming gang all the way into your space and kill your farmers, but they cant threaten your space sov in anyway, so the front line on any attack is basically the outward lying station systems and their towers, or some other strategic choke point.

This enables alliances to leave their home space and go on a campaign. Imagine for example if ABC alliance holding deklein left to go fight RZR in branch, and WorstAllianceEver with a 50 man frigate gang came and started a countdown on a capture point for your space, it'd be ridiculous.

therefore no back and forth for weeks on a stront timer management, gameplay more hectic, space is still safe unless you get attacked by a large invading force, so you can still go on campaigns elsewhere.

what you think?

missmagicician
Posted - 2008.11.12 19:46:00 - [803]
 

My take on the idea.

Take a star system lets call it system A. System A is a 0.1 system. With multiple stargates 1 leading to lets call it system B. System B is a 0.0 system. System B has 3 stargates. One leading to system A. One leading to system lets call them C (a dead end system) and another to system D (both 0.0).

Now using stargate jumps rather then stargates needed for sov. Now here is where it links up. To attack sov in system B would require at least 1 already sov owned star jump which leads into system B.

Now a 0.1 or above system has no player owned sov. So anyone in theory can attack the stargate jump (maybe you could need some sort of trade good or certificate etc etc), from system A to system B, but to attack the stargate jump from system B to system C would require sov of at least 1 stargate jump in system B. So to get sov of system C you would first have to attack the stargate jump from system A to system B or system D to system C.

Now to take stargate jump sov would require that you attack the side of the stargate which is not in your sov owned system. I like how pos`s use stront to set reinforced timers maybe the stargates could use something similar to give defenders a chance to muster a defence fleet.

The stargates can be defended by guns/sentrys etc etc which defend the stargate and so only attack those who attack the stargate.

Stargate jump sov changes at down time daily to limit the speed at which systems can change hands.

This would create borders between the big rival alliances and ccp would know where the big battles are likely to take place and could reinforce the nodes accordingly. My technical information is not great but i belive this could reduce lag in the big fleet fights (there would be nothing better then massive lag free fleet fights in my book). Also as you start to take more systems the area of your borders increases making it harder to police.

Atm sov claim must start from empire/your own borders and build up taking stargate jumps.

My idea has every single system has some sort of locked plex based around the true sec of a system as to how difficult/rewarding. This plex must be completed every set time scale (daily/weekly/monthly). It should be pretty simple and it should earn a reasonable reward. The plex will need a key to enter the key could appear in a selected corp hanger as the plex resets.

So using weekly as an example every monday after downtime a key appears in the corp hanger of whoever owns the system, if by the following mondays downtime the plex has not been completed then they lose system sov it becomes a neutral system as per npc space.

It would be good if system sov appeared as to if sov plex has been run or not. Imagine the roaming gangs at a weekend hunting down the guys trying to run the plexs at the last minute.

These plexs should be 1 room full of npcs and a stargate to a beacon or something similar to claim sov for the week.

To work out what would be in that 1 room can be based on true sec.

A formula could be something like eg. -0.06 true sec equals 6mil isk in bountys -1.00 true sec equals 100mil isk in rat bountys. The lower true sec systems are easier to run while the higher ones require bigger fleets and better logistics. imagine running a -1.00 and having to tank 50 or 60 bs rats. You could expand this further.

Now when a corp/alliance has sov of enough stargate jumps they will then have the key appear in there corp hanger, once the sov plex has been run once they would then claim system sov.

It could still use some work and tweaking but just my idea on spicing up the pvp and keeping small gangs worthwhile. Very Happy

missmagicician
Posted - 2008.11.12 20:57:00 - [804]
 

Another part the sov plexs could be used also for constelation and for regional sov

Camdim
Caldari
The first genesis
Gentlemen's Club
Posted - 2008.11.14 05:26:00 - [805]
 

Eve and Sovereignty and POS’es part 1


Have been giving this a lot of thought as of late and didn’t even notice this thread.

I have not had time to read the thread so some of my ideas might already be covered in other peoples posts or been forwarded already by others. I did read the two posts on page 16 and 19.

First planets should determine who owns a system. This means that many systems might have several owners and be contested till one person can kick another out of the system.

You take control of a planet by placing a colony on the planet. Each planet should have its own factors that make up the planet. For example atmosphere, land mass, resources, gravity etc. You drop a colony module on the planet and start to develop and grow the colony. At a certain level of population the planet gives you sovereignty points. You can stop some one from gaining sovereignty points by attacking their colony and killing off some of their population or taking over control of the colony.

A colony is built on an uninhabited planet with a colony module.

Stations would become a build able item. It should cost about 1-2 billion for the most basic of services and move up from there. A station could be placed in orbit around any planet that has X population.

How do you take control of a planet? You either kill off all the population or chase off all the defenders and defeat the military.

If you chose the kill off all the population then you start a bombing campaign from space new skills would be needed here and I suggest stealth bombers go in this area for stealth runs on planets. New skills and or ships should be required to do planetary bombardment and new weapons should be made up for this. But not only does a bombardment do damage to the population it also damages the planet moving it further from ideal and destroying improvements on the planet and making it less desirable overall.

The second way would be to send in the marines. These would be transport ships loaded down with combat troops to land on a planet and take it over. For the time being this could be abstracted in a simpler system till the future developments allow us to leave our ships and fight on the planets.

Run combat patrols around planets to protect them would help to fend off attackers and or keeping control of the gates would help. Stations placed in orbit would also help to defend the planets.


To get around the issue of people attacking when others are not available (which is the reason POS’s are done as they are now.) I recommend that each planet and station be setup to be attackable 11 out of 23 hours. The alliance or corporation placing the colony or station would get an option to set the time they can be attacked at placement. That time would be visible to anyone. This is purely a mechanic to stop one group from running over another when they have no people on and not having to have NPC’s to fill in for folks. *

Colony development:

A colony module should be about the cost of a medium-large pos. The medium cost version would be for closer to ideal planets and the higher cost module for less ideal planets.

A terraforming module should be about 1billion or so. The terraforming module brings a planet closer to an ideal habitation level each month. Or till destroyed or turned off. Once placed on a planet it is forever there.

Other modules would be things like factories, farming, parks, military bases, labs etc.

These modules would be designed to increase population growth on the planet as well as the resources provided by the planet.

You could turn a bunch of people into marines in a military base but if you do it to many times your colony might up and vanish.

Colonies should have basic staples that have to be provided for them till they reach a production level/population level that allows them to make those items themselves.

end of part one.

Camdim
Caldari
The first genesis
Gentlemen's Club
Posted - 2008.11.14 05:26:00 - [806]
 

Some ideas of production items: Livestock, grain, recreation vehicles, electronic parts etc.

Some item would need to be used as fuel to get the colony started and provided to the colony weekly in order for the population to grow. But after certain modules are built the colony would start producing some of those items themselves for self use and export.

* You could go with NPC ran space forces if the ships are provided and so forth to combat the “we don’t live online issues”. This would mean that you could form a navy when you have complete control of at least one constellation. The ships would have to built and provided for the navy and the quality of the NPC troops would determine the cost of keeping those ships in space.

POS’es:

The developers kind of gave me this idea. Moons should produce ores just like asteroid belts do. Most moons are usually just large asteroids or groups of asteroids that have merged. Each month a moon’s ore type would change. So you could get a different ore type or it could stay the same. The type of ore a moon would spawn would be from a pool of ores that could be had in that system.

Alchemy would go a few steps further now. Reactions would be based off of mineral types gotten from ice fields and asteroids and moons and colonies. If a colony can produce a resource for reactions so do existing colonies in empire. This gives a more equal access to tech 2 base minerals the quantities used for the reactions are just very large. Giving more use to large transports and supply lines and further reasons to develop colonies and hold systems to mine moons.

A moon mining array is about the size of a small POS tower. But has half the shields and armor of a current small tower. A POS will run for only 10 hours a day. When those 10 hours happen would be up to the person running the POS. A POS would burn fuel just like it does now but only for 10 hours a day. A POS would mine at the mining rate of the person who setup the POS. And a miner could control up to 5 POS’s depending on his level of POS management skill.

A POS could only be attacked during the 10 hours of operation a day. So most POS operators will set that time to be when they or their corpmates are online to defend it.

The other 10 hours a day the POS is down for repairs and refitting and runs dark so can’t be targeted.

If attacked during its hours of operation the POS will defend itself for as long as it can and assuming it is fitted with defenses. Otherwise it can be destroyed by the attacker only during those 10 hours.


Nation building:

When a constellation is controlled by one alliance, that alliance should have the option of forming a new nation/faction. This would open up a whole new level of game play where one nation/faction could declare itself as allied to one of the 4 major nations and would be like Kaldor and other minor factions that belong to certain nations now. This would then give that “nation” the right to place agents commission ship designs as well as commission a new skill for their ships to use for piloting or use a combination of skills for their ship based on the design.


So there are some of the ways I feel would enhance the game play and not be to intensive to add to the game.

End of part 2 of 2

von Mannstein
Caldari
Stormlord Battleforce
Vanguard.
Posted - 2008.11.17 17:02:00 - [807]
 

Perhaps the biggest problem is the dissapearance of physical logistic chains and through the same mechanics the emergence of the capability to instantly jump vast fleets to any threatened installation. The projection of power in Eve has now reached its absolute limit, while at the same time economic installations are immune to skirmish warfare, and remote resource harvesting installations are for all intents and purposes next door to any manufacturing centre, trade centre or population centre in the region. Indeed for all intents and purposes they are within the same system.

Logistics chains, installation defences and fleet travel capability have conspired to produce Empires that have an effective zero size and a minimum threat level of a large enemy fleet. All facilities and installations have been effectively withdrawn right into the heart of the Empire in terms of distance and defences, and the Sovreignty system requires these to be destroyed in succession.

The net result is that the supply chains of large Empires have been removed from the field of combat, the furthest relevant points of concern are one jump away and the minimum level of vulnerability of any relevant location has been increased to Capital Fleet scale.

These are the factors that conspire to produce the gameplay you see today. The mantra of minimum force for maximum gain is as valid here as it is anywhere, so one need only look at what is being deployed in persuit of results to see the problems. It is very likely that the desire for more conflict with bigger weaponry has resulted in this dramatic contraction of Empire logistics, but in doing so it has reduced the elements of warfare to a near pure expression of economic power.

For the purposes of gameplay it may be a case of introducing weaknesses into these entities, uncovering supply chains from the armour of raw military power and zero effective distance. Increasing the vulnerability of installations to smaller attacks. There is no point in debating mechanics without seeing the strategic big picture. A picture that currently looks like a heavily armoured solar system.

Ari Xali
Caldari
Reikoku
Cascade Imminent
Posted - 2008.11.21 08:22:00 - [808]
 

Ok, i've not read every post but I have read some and there are excellent ideas around.

Sovereignty is the real issue here. and sovereignty needs to be worked for and looked after.

Sovereignty is about providing security for your corp, alliance and most especially THE PEOPLE OF THESE SYSTEMS.

What do I mean? The systems of 0.0 are not uninhabited, they are just not occupied by the Empires.

So these people will want protection, particularly from the Hostile NPC corps and they will want to buy products from the empires, and sell to them.

Sovereignty can be about supplying services to the people of 0.0 systems.

For example, you have a 100 man corp. You are interested in Constellation Z which has 6 systems.

Your first target is System A. Here you go in and the CEO of the Corporation gets an option on System Sovereignty Contract.

This Contract runs for 1 week or perhaps longer (Varying in length depending upon certain factors to be decided) This contract specifies that the Corporation must supply certain services within certain timeframes, Your corp must kill a Minimum X number of NPC's in system, Must Supply 10,000m3 units of resources from empire to the planet, must export 20,000m3 units of goods from the planet to a specific empire (destinations could be variable i.e. 1 week to Amarr, next to Jita) Must maintain gates (and perhaps some new local structures too)

In return the corp or alliance gets Sovereignty for the period of the contract at level 1. After a predetermined time you can advance to Sovereignty level 2, 3 & 4.

Each level allows you to not only anchor POS's on moons but also structures too like Capital Ship Arrays etc. In addition Outposts can be built in systems only at certain sovereignty level 2 and above, if you lose sovereignty level 2 they can fall into "disrepair and become unusable until sovereignty returns to level 2" sovereignty of the constellation capital will allow you to expand outward and you could at sovereignty level 4, accept contracts for the whole constellation. If you controlled multiple Constellations in a region you could get a regional contract which would give you sovereignty level 5. (level 5 bonuses to be decided)

Now like any contract, it can be declared null & void if the Corp or Alliance does not keep to the terms of the contract. These contracts can then be offered up for new corporations to take advantage of.

However to prevent failure of the contract and loss of sovereignty because the corp could not complete the entire contract, you can have standings. Standings will allow your corp of instead of losing the contract to pay a ISK fine and lose standings with the Planetary Government that issued the contract. When Standings fall below x level you lose the contract.

Contracts would be a bit of work for the Corporation but could have enormous benefits. For instance Accepting the contract could give you a 10% refining bonus in system, an Extra ISK bonus on rat kills. Access to the special moon surveys that pinpoint small reserves of high end minerals (or perhaps special moon minerals that can be refined into Advanced minerals quickly), that you can mine for, Access to frequency's that help find exploration sites in system, and perhaps also Local chat channel would only be available to Sovereignty holders.

I'll turn to how you could challenge sovereignty in my next post.

Ari Xali
Caldari
Reikoku
Cascade Imminent
Posted - 2008.11.21 08:23:00 - [809]
 

Sovereignty, needs to be a challenge, not simply a question of filling up a pos and disappearing for a week and not returning till you get the Fuel mail.

The sovereignty contract will specify that you need to do certain things to keep your standing to keep the contract. So how do you as a hostile force, take sovereignty away and then gain it for yourself?

When you first accept the contract you will have an automatic standing of 1.0, each week that you fulfil the contract will gain you 0.1 to your standing up to a maximum of 5.0.

Now say Corp A has the contract on System Z, and has held it for 5 weeks. Their Standing is 1.5. Corp B wants the contract and Issues a Contract Disputation Notice (Similar to a war declaration in empire) This entitles Corp B to know the terms of the contract and to ”attempt” to fulfill its terms.

Now the contract would specify say that corp A needs to kill 50% of NPC's every day in system. Corp B enters system with 25 ships and proceeds to kill Ships of Corp A. Corp A, because it is fighting Corp B. cannot kill NPC's and therefore fails that part of the contract and loses 0.1 standing with the contract issuer. In additionif corp B kills NPC's then for every Ship they kill 1 kill is taken of Corp A's Daily Total.

Say also that the contract specifies that you must deliver a package to empire at least once a week, If Corp B intercepts the Corp A's Courier and destroys or steals the package then Corp A would again Lose 0.1 of standing. Corp A should be able to avoid the standing loss if they wish by paying a Fine of 100 Million ISK.

If you lose standing to 0.0 then you lose the Sovereignty contract and it gets offered up again. Corp A would have to pay a non compliance fee of say 500 million ISK and Corp B would have First refusal on the new sovereignty contract.

Financial Penalties for losing Standing and Sovereignty would be an essential part of the new contract system as it would mean that Corporations and Alliances would need to be financially prepared for any eventuality

I would also suggest a further quick way of taking away the contract. If you are able to drive all members of Corp A from the system for 24 Hours then the contract would be null and void.

The aim of this would be to have Corporations & Alliances find it far harder to dominate entire regions as easily as they have done, and force them to work together and think about what they are doing with sub-contracts available for mining corporations, putting up POS'es in Allies systems for Capital jump supply networks, Ratting contracts etc...

This contracts system I'm sure would need to work in conjuction with a more Military minded system to be fully effective.

Anyway – hope this helps in your discussions and perhaps sparks ideas elsewhere.



Archivian Specialatus
Amarr
Fairlight Corp
Rooks and Kings
Posted - 2008.11.21 16:29:00 - [810]
 

Originally by: Cailais
Any mechanic that is based on pre-determined, fixed control points is pretty much doomed to failure. There are already entities in the game that could blob a half-dozen points until the servers cry uncle at the same time. Introducing mechanics with multiple fixed control points will only encourage the formation of more of them.

You need to think further outside the box CCP. Sov needs to be based on actual control and occupancy, rather than an artifical "flag" to capture or timer based mini-game. You need to get rid of pre-determined battle points altogether.

Large-scale, playable fleet battles would be great to have, but I think it's way past time to put up the white flag and just admit that they aren't happening. Winning or losing in this game shouldn't come down to who can best tolearate and manage lag.[/quote



There in lies the main problem - demonstrating 'control & occupancy'. As Ive mentioned elsewhere in this thread I agree with SomealtOfmine's basic principal that 'fixed points' are blob magnets if used to determine 'Soveriegnty'.

My personal view is that Soveriegnty is perhaps more intrinsicaly linked to 'political support'. For example:

Let's say pilots could in some fashion indicate their 'support' to a Soveriegn Alliance on entering a star system or constellation. By doing so they (even though they are not part of the Sov Alliance) contribute to a Soveriegnty 'score' and in doing so become 'blue' to that Soveriegn entity.

In the same fashion a pilot who is 'at war' detracts from the Soveriegnty 'score'. Neutral pilots offering no support or opposal either way would have no effect, but might suffer minor sec rating losses for agression.

Now provided the Rate of drain or Increase for the Sov Score is gradual this system could work well. Even if a large blob enters to drain the Sov Score of its adversary it must remain in place - and continue to remain in place - for a considerable period of time: it can't just 'tank rush' and win. And even if it does win it needs support from a '3rd party' or other pilots from outside its Alliance to increase its Sov Score.

Its therefore advantageous for an Alliance claiming Soveriegnty to gather support, welcome traders, smaller corps and even individuals to its space - essentially courting for political support.

C.




Its a nice idea but are you not then restricting players to simply in a certain way.

Should i have the ISK and cap and super cap power to do so. I should have the option of being able to use it as a sledge hammer to keep or take sov. I may not want to ally with anyone (maybe its my alliances ethos or some such) But i actually have the raw numbers and firepower to do make things happen. But I would not be able to maintain or take sov because i wont play nice.



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